_______________________________________________ I R L Full Name - Hanako Moriyama Age - 19 Place of Origin - Japan Occupation - University Student A V A T A R Character's Name - Rael Pathos Affiliation - Draethir Role - Agility-based Tank Profession - Collector Weapon of Choice - Spear Domains - Lightning, Wind; Alteration, Enhancement, Conjuration - P E R S O N A L I T Y Greedy Specifically in the sense of materialism. It’s not greed if she’s the strongest and smartest person in the group. She deserves taking more than her share. She’s stolen from other groups, she’s tricked her own. It comes with the territory. It is a Dog Eat Dog world that is called Pariah Online, after all. Her own selfishness seems to ebb and flow, however; it’s whether she wants to get something or someone else has tasked her to. Irreverent On a base level, Rael appears to not care about anything at all. Not in the sense of a slothful do-nothing, but more of a smug inciter. She loves stirring the pot and saying things without worry of eggshells. This goes into believing the virtual world gives her freedom to be who she wants to be without all of the traditional Japanese traditions and niceties. Self-Centered The expression “the center won’t hold” doesn’t apply to Rael. She loves having the spotlight on her. Being in her parents and her peers shadows her whole life has resulted in a wanton need to be respected, feared, or hated. It is why she trained herself to be a threat-generation character instead of taking the role of an elusive or supplementary damage role. The monsters will notice her. People will notice her; whether it’s in or out of combat. B E N C H M A R K S Breaker of Storms Rael often finds herself at the eye of the storm. Effective with the primordial element of lightning, Rael has unlocked advanced spells when utilizing it with her weapon of choice. This includes access to agility buffs, weapon-casted storm bolts, and a shockwave of sound reminiscent of thunder itself. She is also resistant to lightning spells as a result. Elusive Combatant Rael’s playstyle is about creating constant pressure to keep the attention of her enemies away from the view of others. She is dexterous, using her agility and attack awareness to duck and weave through combat. Doing this enough times in conjunction with her advanced combat abilities with the spear has allowed her to see things a step faster and react quicker; almost like a sixth sense. Herbal Savant For toxicologists and alchemists, herbalism is the key to understanding the world; for Rael she just rather know if a field of flowers are toxic, carnivorous, or a non-issue and while she has little interest in making potions, she does find the creation of poisons a bit more apt to her interests. As such Rael has a basic fundamental knowledge of the common and uncommon variants of herbs that grow throughout the world. Venomous Apprentice The study of poisons is fundamentally to manipulating your opponent in the long term and Rael knows it. Whilst she has not put countless of months into the creation of poisons and other toxins, she has put some time into it and thus can create decent grades of the craft with some competency. | Physical Description Hanako Moriyama is a normal Japanese girl. Standing at 5’2” she is spectacularly average among her peers at Tokyo University. Her frayed, unkempt brown hair has been dyed a sharper red-brown, though it hasn’t made her stand out at all. Just another face in the crowd. Often seen with her head buried in a tablet or laptop, most people find Hanako concerning. Her family worries that she’ll fall into the habits of a NEET. She certainly has the look; wide-brimmed glasses and all. However, in Pariah Online the meek, shy, introverted Japanese girl is not present. In her place is Rael, a shifty thief and dungeoneer, who takes pride in everything she does. No glasses. An athletic build in place of a meek one. Still short, but agile. It’s pretty much the ultimate fantasy. Where some people envision themselves as someone taller or some other thing, all Rael wanted to see herself was the personification of a fantasy world chad. Bold, promiscuous, cunning, dangerous. Her irreverent personality is her default mode in the world of Pariah Online, often insulting others or trying to provoke them with a smug smile across her lips. The ideal, true inner self. Character Conceptualization Rael is a problem. But she’s also a problem solver. Very early into the first year of the virtual world Rael discovered the denizens, the NPCs that inhabited the world, had many needs. This was where she found herself in lieu with unsavory characters such as Malacius Secre who had a desire for the dungeons to not only be dealt with but for certain items inside them be transferred to his hands instead of that of any fraternity or noble house. This pissed off many people, whom Rael often bragged to before making off with many items. Eventually it led to Rael having a black mark on her name, but guilds who refused to group up with her found themselves soon realizing that she was quickly becoming one of the more adept dungeoneers in the world. Rael certainly believed she was the best and it cemented her reputation further. The reputation of the wayfarer everyone hated, but intrinsically always wanted on their side. It became a strange double-sided sword of sorts. When she saw a double-cross coming, she enjoyed the thrill of it. She was a ‘tank’ who focused on agility and dexterity. To dodge and weave as her spear did short work of anyone who tried anything funny. Rael was confident she would always win a battle of attrition and while such a thought is hilariously overcompensating, it seems so far she has been mostly right. It always seems to be she’s there… right when she’s needed. She likes that. She likes that a lot. Spells & Spell-like Abilities Bolt TBD Heaven’s Impact TBD Recall Using the little Alteration Magic she knows, Rael calls out to her weapon, returning it to her hands. Spring Step An Enhancement Magic ability that draws from ambient arcane energy to be drawn into the caster’s legs for quick cat-like reflexes in a pinch. Allows a user to do an uncanny dodge or advance that is increased by the amount of magical energy used. Rael can use up to level four of this ability. Stormbreaker TBD Storm's Lament TBD Thunder Clap TBD Titan’s Wrath TBD Other Information |
_______________________________________________ I R L Full Name - Andrew Gray Age - 20 Place of Origin - Indiana, USA Occupation - Gas station clerk A V A T A R Character's Name - Graves Pathos Affiliation - Draethir Role - Melee DPS Profession - Bounty Hunter Weapon of Choice - Nodachi Domains - Water, Darkness; Restoration, Divination, Enhancement - P E R S O N A L I T Y Arrogant It isn't just that Graves thinks highly of himself. He doesn't believe he's the best- he knows he is, and the only reason he fails is when others are holding him back. There is no challenge he won't take on, no enemy he's afraid to challenge; he has mastered the art of combat in Pariah Online and he's eager to show that off. Belligerent His mentors always hammered into his head that the one thing a good fighter had was aggression. A full-bodied willingness to commit violence, directed violence, against their opponents. To hesitate was to admit you were the weaker combatant. To allow the enemy initiative was the equivalent of surrender. Graves has taken those lessons to heart, allowing that belligerence to seep into every aspect of his personality. Driven For all his many, many faults, none can deny Graves's desire to succeed. He is driven beyond rational boundaries, to the point where Graves believes he can do anything he wants- often times bending the situation to make this fact true. He doesn't allow himself to slip, to lose, to give in, ever. B E N C H M A R K S Violent Transfusion The linchpin of Graves's fighting style is his ability to heal himself by wounding his enemies. He strikes at them with his signature weapon, drawing the blood from their bodies using his unusual primordial magics, and then transmutes it into a healing energy that stitches up his own wounds at a rapid pace. This allows Graves to maintain full throttle aggression without putting himself in total mortal peril. Surgical Precision Studying the anatomy of wayfarers and monsters alike was a necessary component of Graves's chosen battle strategy. He's learned the best places to strike to disable his opponents, or to produce the greatest flow of blood. In addition, He's also internalized where he can safely wound himself if the need ever arises. Human Bloodhound Graves pursues his targets like a predator tracks a wounded animal. He treks across great distances, following even the most subtle of clues for weeks at a time. Nothing ever seems to deter or distract him, so singular is his purpose. Pain, Life's Great Motivator Pain is something every wayfarer is familiar with. Some shy away from it, while others manage to grit their teeth and soldier onward despite it. Graves revels in it. He practically falls into his attacker's blade at any given opportunity. It makes for a terrifying display when he walks through a debilitating stab wound to make his counterattack. | Physical Description Andrew is unusually tall, measuring more than a few inches over six feet- a trait he inherited from his father. He's far thinner, however, with an unhealthy gauntness to his long face. Dark circles around his eyes stand out against harshly pale skin, and long hair falls down to his shoulders. Most wouldn't regard him as particularly good-looking, owing in no small part to a lack of effort and little self confidence. His persona's appearance in Pariah differs significantly. While Graves stands just as tall, he's extraordinarily well-built, with a chest as broad as a barrel and muscle coiled like steel cable. Scarring earned from many an encounter pepper his body thanks to his light armor and penchant for reckless aggression. Graves is much better put together, too, with shorter cropped hair and strong features his player could only dream of. Character Conceptualization Graves is a controversial bounty hunter whose history stretches back to the first days of Pariah Online. He’s renowned for doggedly pursuing his targets no matter where they run or for how long. Quick tempered and arrogant to the core, Graves is a difficult man to work with if he believes you’re holding him back- and he thinks everyone does. The few friendships he still holds are troubled, to say the least, yet it wasn’t always so. Back when the game first launched, Graves was a member of a guild called the Strange Reign Club. They were a highly competitive group of raiders and PVPers with a reputation for extraordinaire toxicity. It was hard to argue against their results, however. Graves showed great promise as one of their earliest recruits, competing with some of the Club’s best duelists. He’d stay with them for many months before, without much warning, he’d be cut from the team and blacklisted by its raid leaders. A solo player ever since, Graves has been quietly grinding away at his profession, stewing on whatever drama had happened behind the scenes... Other Information ♬ Transfusion: The primary vehicle of Graves's unstoppable aggression and the core aspect of his kit. Transfusion allows Graves to transform any blood into lifeforce, healing physical wounds of nearly any kind. The blood must be drawn through an open wound. The amount of healing received and how quickly it takes to stitch a wound depends on the volume and quality of the blood provided. This ability is typically used by cutting open an enemy's major arteries and healing himself, but it is not limited to this function. Defiant to the End: One of his strongest abilities, and the most dangerous to utilize. If Graves has suffered enough damage to be near unconsciousness or death's door, he can temporarily convert the flow of blood from all his wounds into life-force, providing an incredible burst of healing power. This magic has the potential to harm or eve kill him if it consumes too great a quantity of his blood. Meditative Healing: Another aspect of Graves's advanced blood-based restoration magic. By sitting in a meditative trance for at least an hour, he may use his own blood to close his own wounds. This consumes his blood, much like Defiant to the End. How long it takes depends on the severity of said injuries. The stance is extremely taxing, essentially requiring he rest immediately afterward. In addition, it can't repair grievous wounds such as broken bones or eviscerated organs. Blood In The Water: Using a concoction of a creature's blood and a number of other ingredients, Graves may consume it to cast this spell to locate that creature if they are within a thousand feet of him; if they're moving he knows the direction. This spell can be blocked by most magic or materials meant to disrupt divination. Sight Beyond Sight: Sight Beyond Sight allows Graves to concentrate, blocking out all other senses to activate a sort of 'sixth sense.' This sixth sense allows him to feel the presence of bleeding targets within a thirty meter radius of himself, though it can be blocked by sufficiently thick walls or anti-divination magic. It acts similarly to echo location, wherein he gets a 'blip' of the target(s)' movement every couple of seconds. |
_______________________________________________ I R L Full Name - Dawn Sara Hughes Age - 19 Place of Origin - City of Topeka, Kansas; United States Occupation - University Student A V A T A R Character's Name - Kalie Augustine Pathos Affiliation - Sikth Role - Agility-based DPS, Scythe Assassin Profession - Tailor - Specializes in Leather Weapon of Choice - Kalie’s favored weapon is an extremely agile double-sided Scythe called Hel’Soul. Domains - Darkness; Enhancement - P E R S O N A L I T Y Suspicious, Standoffish Kalie is, unsurprisingly standoffish and suspicious woman. She tries to keep her distance, spying on others, and understand their patterns. It is why she chose to be an assassin in the Sikth guild. Because of others’ constant suspicion, she tries to keep quiet and do her job while listening. It makes her a bit of an odd one who usually tries to be steps ahead of her targets or so-called friends. She also keeps notes on these people in her brain or on a fake journal showing feelings other than a suspicion to throw them off. Self-Absorbed, Snobbish Kalie had always been self-absorbed to the point of being slightly snobbish. She ignores others’ feelings since it doesn’t fit how she sees herself or others since they are a stepping stone in her goals. Assassins have to keep themselves as lightly attached to others as possible to kill them more manageable. Lying, cheating, and stealing are all apart of the game in her mind; if it involves a few broken eggs along the way, it doesn’t matter to her. It is often one of the few joys she enjoys seeing how others will react to her, even though she doesn’t care. Twisted Unity The Twisted sense of unity is forever marked in Kalie’s mind. It’s the only reason why she uses others to get her way, no matter if she hurts them or not. Only to manipulate others to assassinate them or gain information, and always be a step ahead of the others who spout nonsense like honor or justice. It’s why she smiles sinisterly and cackles in laughter to see the other person’s reactions to her smiling. It’s why she uses everything in her arsenal as an assassin to get her sense of twisted unity. Kalie is deep down scared with some nagging feeling of wanting to live her life how she wills no matter if she kills to get it. B E N C H M A R K S Terror of Darkness Kalie often finds herself much more comfortable shrouded in complete darkness. Effective with the primordial element of darkness, Kalie has unlocked advanced spells when utilizing it with her weapon of choice. This includes access to the dark aura, and it shrouds the sound and the ability for people to see her, weapon-casted darkness crescent slashes that travel to the target, blinds targets, and causes fear to spread among monsters. She is also resistant to Darkness spells as a result. Needle & Thread Kalie is skilled at being a tailor, with a specialty in Leatherworking. It’s because she can craft beautiful pieces of clothes using the most exquisite and exotic pieces of silk or create lightweight armor for her to use. Kalie keeps her lightweight leather armor or silk masterpieces together by repairing them. She always charges for her services since the services she provides are noble outfits or lightweight leather armor that help move quickly. There’s only like a select few people she actually allows to haggle her price, as long as they have something for her to use in exchange. But if you don’t have the correct services for her to lower her price, you’ll have to pay for it in full. Exploit Weaknesses As an Assassin, Kalie learned how to exploit weaknesses easily in monsters and other wayfarers. She usually acts overly friendly, helpful and tells them the little things they need to hear to feel safe and happy, but all this is an act to kill another wayfarer. It is because everyone has weaknesses that need to be exploited to be the best assassin. While exploiting weaknesses in monsters is a different matter entirely. It's better to analyze every single one of them and develop a well planned out attack plan that will end them. However, the end goal is the same for either case, seeing Kalie’s target killed no matter what. It’s basically apart of her assassin toolbox, which she has many tools to kill her target as quickly or as slowly as possible. Hawk's Eyes Kalie’s eyes are quite comparable to a Hawk’s eyes. It’s how she’s able to spot people from far distances, other wayfarers, monsters, landmarks, or locations. Kalie’s sight helps her with a flaw because she needs directions not to get herself lost. It’s one of the reasons she empowered her eyes to see much further than a wayfarer can usually see. So, she doesn’t get lost anymore because it's quite embarrassing to get lost. It helps analyze monsters from a long distance, since seeing them before they see you are always good. | Physical Description Dawn Sara Hughes is an intelligent American girl, slightly above average in height; 19 years of age, she’s only about five foot seven inches tall. She’s spectacularly average in looks but is athletic, friendly, and straight to the point with light green colored eyes. Some people call her a slight overachiever in everything she does, including constantly getting great grades but never enjoying herself. It took her parents to intervene in her life, to cause her to slow down, so she doesn’t get burnt out because she was going to crash heavily at Kansas State University. Her mental health was constantly in flux because of the rush to become an adult, which she never once sat down and be a kid. It opened her eyes, and why everyone at the school was bothering her for health tips, help on their homework, etc. Her Valedictorian grades were dictating her life to be a no fun at work type of woman. Like her parents, an intervention in her life helped her open her eyes that slowing down is a good thing. However, this hurt her massively in the crowds at school, it made her less likely to help, but she stayed friendly to everyone. She has always regretted never finding true love on her journey to adulthood in the back of her mind. Her appearance in real life has some similarities to do with how her avatar Kalie appears. Kalie looks stunning, beautiful, and eye-catching, with a voluptuous body to boot. She's the same height as her real-life self. Her green colored eyes have an eerie sense of vindictiveness in them, but they shine brightly otherwise. She’s quite agile and able to quickly move for her size while wielding her scythe because she has an hourglass body type. You can tell at a glance by what she is, and her figure is easily seen, which shows a slight course of she loves what she looks like and keeps care of herself. Her ridiculously long blonde hair is always well done and continuously in pigtails since it’s her favorite style, even though it does take a bit out of her day to comb it. Most of the time, she wears a set of beautifully crafted lightweight leather armor, which is stained to match her role more. When she’s not wearing her leather armor, she wears beautiful noble-Esque clothes, made up of the most beautiful silks or what not to encourage her looks. Kalie barely smiles, but she only does smile sinisterly to freak people out. She gets a kick at freaking people out, and it makes her cackles in laughter. Character Conceptualization Kalie is definitely one who would rather stay quiet than speak up and talk because she enjoys creeping others out. It’s one of the reasons why she’s so standoffish towards others because her true intentions are much darker than one would realize. Only similar minded people like her would realize the ploy and act accordingly so they don’t get killed in the back. She enjoys watching others react to her smiling, which is quite creepy and a bit sinister, making her cackles at them. She usually only interacts with people if they need her tailor services, such as a beautiful, noble outfit of either male or female. She also specialized in leather to craft leather armor, which is lightweight for her role or other leather wearers. It is mostly because she feels herself a noblewoman and is why she creates silk noble outfits. It makes her feel genuine when talking about her profession. Kalie has a massive chip on her shoulder because she was apart of a PvP Only Guild called the Gloro Inquisitors. She was one of the guild's two founders, and the other was the GM called Fiora Castile. It was created with their utter hate of toxicity in MMOs since many other types of toxic games exist. The guild's tagline is, making Pariah Online a better place by ganking one toxic player at a time. She used her role as an assassin to a great effect since she would rather get friendly with her targets and then assassinate them with no remorse. There were some rumors in the guild, which Kalie feels were utterly out of a blue moon, but it still got her expelled from the guild. Kalie has always hated all the rumors and nonsense. Basically, showing the guild, she was apart of was also a problem too. Hypocrites all of them, basically, but Fiora Castile didn’t listen to any of Kalie’s arguments because of how close they were. All that being said, for all Kalie’s faults and problems with now being a solo player, it’s more her pace than dealing with the camping raids on toxic players. She always thinks a bit sinisterly towards all the easily deceived people with a side order of creeping them out. It’s what she does as an assassin, even though she uses flowery words overlying straight out. The Sikth Pathos reincluded into her thoughts that better to watch out for betrayal than allowing it hit you in the face without a comeback or being deadly. It’s one of the things she should’ve paid attention to in the Gloro Inquisitors and the Sikth Pathos NPCs taught her. Kalie has a significant problem with getting lost, but her hawk’s eyes will help her not get lost that easily. Many things have happened that are different from her usual meaning, and the Advanced NPCs are different to interact with. She enjoys the fact she can get money from Advanced NPCs for creating her outfits. She keeps massive to herself, but she can sometimes interact with others if they are too easy in her wheelhouse. But others being touchy is a bit annoying somewhat, but she has to grin and bear it with how much has changed. Spells & Spell-Like Abilities Darksight The Primordial Darkness gave her the ability to see in complete and utter darkness. It makes her have a greater sight range than ones that don't have this ability to see in the dark. Shroud of Darkness (Hel'Soul's Dark Aura) It is an enchantment on the Hel'Soul, which has to be activated by saying, May the darkness shrouds me in the essence of being able to be silent and deadly. The Scythe starts to pulse darkness, which will surround her but give everyone an eerie sense of dread, meaning they can hear her heartbeat. However, when the Shroud is fully up, the only person that can hear the heartbeat is her, no one else. Kalie can't hear anyone else since all the sound was completely dissipated. Dark Crescent Slash (Hel'Soul's Attack) It is an enchantment on the Hel'Soul, which has to be activated by saying, May I cleave my enemies in twain with the dark magic strumming from my Scythe. The Hel'Soul glows darker and starts pulsing enigmatic dark energy as well its scythe blades grow a size larger. It is then launched by Kalie swinging her scythe quickly in the direction of the enemy that is seen by her, which launches a Dark Crescent Slash. It is quicker than the average sprinting speed of a human in terms of how quickly it travels. Assassination Mark The Assassinate Mark is a debuff spell from her Assassin Toolkit. It gives an eerie silverish green glow of an aura surrounding the target that she marks from any distance. It weakens the creature to be hit for much more damage from rear attacks. Kalie can use this spell up to a maximum of seven times because it's one of her class-specific moves. As long as the Assassin hasn't hit it, the debuff stays up. Spring Step TBD Consuming Shadows This spell is a primordial dark spell that is a deadly single target finishing move. It increases the cutting power of Kalie's Hel'Soul Scythe by charging it with Darkness. Increases the size of the Scythe's blade the same amount as her Dark Crescent Slash. However, this move is specifically for monsters with a much strong hide or is made up of a pure primordial element. It quickly activates when these words are said, May the Consuming Darkness end your existence in one display of vengeance. However, this spell takes everything left to use as the last act to finish an incredibly painfully annoying boss. Darkness Blast This spell is a primordial dark spell with an area of effect radius that is why it is called a blast. Its radius is ten feet, with the obvious emphasis on damaging multiple enemies in that radius. This spell's effective range is that it can be used effectively on the backline, which is primarily unique for a Melee DPSer to have. The downside of this spell it requires you to say this, The Primordial Darkness wishes to end your reign of terror on the lives of everyone else by an explosion of darkness. It takes a while to properly gather enough darkness to launch the spell to the targets that she wishes to damage. Other Information Kalie’s signature weapon, the Hel’Soul, is a magnificent weapon of assassinations. It’s a dual or double-bladed Scythe, which is the antithesis of anything good or just since it’s a sinister weapon. As such, it gives Kalie joy when she uses it since it is heavily agile and allows her to dance in the most beautiful of ways. There are two abilities from its darkness it has, one is a dark aura, and the other is a called Hel’Soul Curse. The Hel’Soul Curse spreads blindness toward targets in a radius around her, marked with the assassination mark. While the Dark Aura shrouds her in darkness and dissipates any noise around her, so she can easily sneak up behind a target and assassinate them from the rear. As such, there’s a limit on how many targets can be afflicted with the Hel’Soul Curse, and it’s a maximum limit of six targets. The Dark Aura has a cooldown period on manifesting after it has been used. ♬ Live By The Scythe ♬ |
_______________________________________________ I R L Full Name - Kazuma Hoshizawa Age - 17 Place of Origin - Japan Occupation - High School Student A V A T A R Character's Name - Benkei Pathos Affiliation - Tyhrien Role - Tank Profession - Fisherman Weapon of Choice - Great Sword Domains - Earth/Conjuration - P E R S O N A L I T Y Self-Conscious Being the younger brother to a prodigy never helped after the divorce. Kazuki went with their mother, but Kazuma had to stay with their father. The pressure his father exerted on Kazuma was enough to develop into a full blown complex, with Kazuma breaking down with panic attacks in private. Around others, Kazuma is extremely self-conscious of how he is perceived, how he performs and where he falls in the group dynamic. Everything has to be perfect. With Kazuki here because of him, he has to prove that he has some sort of worth; even if it’s just in a video game. Short-Tempered If someone shows him up, if someone pushes him, or if anyone picks on his brother, Kazuma is prone to outbursts, threats and yelling. His youth mixed with his own inferiority complex makes a volatile concoction for Kazuma, and he takes it out on the people around him. He has to prove himself every second of every day, because he lives in constant fear that people will simply say that he is a complete fraud of a “badass player”. Obsessive Kazuma has a one-track mind at being the best. He wants to complete all the content and complete it perfectly, collect all the rare items, and to be regarded by everyone who sees him as a “great player”. The fact that the only regular person he interacts with and plays with in the game is his big brother is a testament to how his personality bristles with others and pushes would-be friends away, and his compulsion to be the best at any cost puts himself constantly at risk. B E N C H M A R K S Gaia’s Protection Kazuma has focused his magical toolkit on synergizing with his chosen role; he uses the power of the earth to construct barriers around himself and others to protect them from enemy attacks, and is capable of shifting the ground around him to trap enemies in soft dirt or sand. Protective Knight Kazuma forgoes movement speed in combat to instead stand his ground against heavier enemies. If he puts himself between an ally and a monster, he will act as an immovable wall to protect those around him. Natural Aggro Kazuma just has that personality to piss anyone off, and it seems to work well enough on enemies as well. As long as Kazuma can focus on a target, the target will probably focus on him as well, giving his allies breathing room. Earthen Stubbornness Being badly wounded does not stop Kazuma in combat. Instead, his stalwart nature and connection to the earth increases his defense when he’s in a critical situation, giving him precious extra seconds to survive long enough for his allies to help him | Physical Description Kazuma is an average Japanese High Schooler. Standing at 5’8, he’s unimpressive in many respects. His physicality is also the same; he’s skinny and weak; constantly placing in the lower half of school physical exams. The only redeeming quality about himself is that his face is fair and slightly handsome; a trait he shares with his older brother. In Pariah Online, his character is surprisingly similar to himself in real life. Soft facial features, brown hair; but there is an exception: his in-game model has blue eyes, unlike his real-life brown. His character’s body is also far more toned and muscular, though it does seem quite comical for a character who is set at slightly below the average male character height to wield such a large greatsword. His character is usually decked out in suits of armor; giving him a slightly more “buff” look than if he wore normal clothes. Character Conceptualization Kazuma lives in shadows. The shadow of his parent’s divorce, the shadow of the constant expectations thrust upon him, and the biggest shadow of all: his older brother Kazuki. Since being separated from his older brother during his parent’s divorce, Kazuma is constantly pressured to perform well in school, do well and follow his older brother’s example; something that Kazuma is struggling every day to do. The only time his life wasn’t filled with panic-inducing stress were the hours he cemented into Pariah Online. And then Kazuki crashed that too. While his brother supported him as a healer, Kazuki didn’t have the same fervent desire to cement his legacy as the greatest as Kazuma had. Kazuki focused on other, unimportant aspects of the game, while Kazuma grinded to push himself to the top; pushing others away and causing rifts in multiple playgroups he’d been invited to. His skill as a tank; putting himself in the middle of battle and controlling the flow of the enemy-that was Kazuma’s way of exerting control on the life he had zero control over. But even so, that control is extremely tenuous... Other Information N/A |
_______________________________________________ I R L Full Name - Kelly Anne Mackay Age - 19 Place of Origin - Edinburgh, Scotland, UK Occupation - University Student A V A T A R Character's Name - Alja Frostguard Pathos Affiliation - Tyhrien Role - Switch; DPS/Tank Profession - Blacksmith Weapon of Choice - Alja's favored weapon is an extremely heavy flail called the Glacier Chain. Domains - Ice; Manifestation, Conjuration, Enhancement - P E R S O N A L I T Y Physical Alja is, unsurprisingly, a very physical person. She's physical with displeasure, she's physical with annoyance, she's physical with levity, she's physical with affection. Most everything she does involves her body and physicality in some way; hell, even drinking is something of a sport for her. Everything she does is so emphatically physical that it might look like a parody, but it really isn't. It's just the way she is. Raucous She might cut an imposing figure, but Alja is nothing if not approachable. She's rarely uncomfortable in any given situation, and that manifests itself in being super personable and always ready to laugh. Sure, she's a little bit rough around the edges--her laughs aren't exactly dainty, and her humor tends to run along the crude side more often than not--but for a night out drinking, there are few companions better. War Mother As mentioned above, as long as you're willing to put up with her the occasional slap on the back that ends up feeling a little bit more than friendly because of how physical she is, Alja is a pretty nice person to be around. And she loves fighting. Being how friendly she is, it's not super hard to get on her good side And if you are on that good side? She becomes the momma bear. She'd rather die than let you die. B E N C H M A R K S Hammer & Flame Just as she is skilled with a flail in battle, so too is she skilled with a hammer in the forge. Alja is a highly skilled smith. Most of the equipment she uses, she made and repairs herself, and she's always available to craft something for another player. She doesn't care much for price; while sometimes she'll charge for coin, most of the coin she needs she finds during her occasional dungeon delve. She much prefers having favors owed to her, and that's usually the price of her smithing services. Tundra Walker Alja's heart burns with the cold of the north. Over the course of her time in Pariah, she's unlocked powerful ice magic. Most of it is Primordial, summoning localized arctic storms or slamming the ground with her flail to create a line of lethal ice-spikes. However, she's also proficient at conjuration, coating her weapon or armor with a thick shell of enchanted ice or using it to hold a foe in place while she winds up a finishing strike with her flail. War Maiden While her ice magic is important, it's not what sets Alja apart in combat. Her true skill lies in the martial techniques that she's discovered over the course of her playtime. They've allowed her to specialize into some very useful abilities, including such things as rendering an enemy prone by wrapping her flail around their leg and pulling, disarmament through similar means, or a slow but powerful strike that lets her splinter shields and cave in chestplates alike. Worldspine Wanderer Alja is equally at home out in the deep wilderness as she is in a warm tavern. She can tell the direction she's going at all times, and has a general knowledge of the animals, plants, environmental hazards, and etc. of whatever terrain she happens to be in at the time, though she knows the tundra and mountains of the far north the best. As a result of her wanderings, she also receives a healthy buff to stamina that lets her keep going longer than most people. | Physical Description Kelly Mackay is a tiny girl; 19 years of age, she's still only about five feet tall. A bit of a doormat and wallflower with something of an anxiety problem, she's too afraid of people to go to the gym, ending up a bit of a social recluse who closes herself in her room most of the time. This leads to a couple of things: firstly, her skin is ghostly pale, as she rarely gets outside for any length of time. And secondly, she looks like a doll or something: because of how anxious she tends to be, she doesn't do anything that could result in any excitement or injury. Her skin is unmarked, and her hair is kept in perfect order, though it does sport quite a collection of split ends from constant nervous brushing. The only 'daring' thing that she ever brought herself to do was to bleach her naturally red hair and dye it a pastel pink. So, in short, her appearance in real life has NOTHING to do with how her avatar Alja appears. The first thing that most notice about Alja is just how big she is. She soars past six feet tall, ending up somewhere six inches above that, towering over most people she meets. And her size isn't just in her height, either. She's wide as well, with broad shoulders and hips. Whatever figure she might have between those two is hidden by the layers of huge, bulging muscle that ripple across her body. Her unkempt white hair is left undone, hanging down to about her massive shoulderblades. Most of the time, she wears a set of heavy armor forged of steel, stained blue and lined with brown fur. When she's not armored, she tends toward heavy fur clothing, especially long cloaks. Capping everything off is the wild grin that usually dominates her face, a promise of either a good time or absolute mayhem. Or both. Character Conceptualization There are people that shy away from problems that don't have to do with them. Who don't want to get involved with arguments that they have no business being involved with, and who tend to keep to themselves. Alja is...decidedly not one of those. Rather, Alja is the kind of person who actively goes out of her way to get involved with things that aren't even slightly her business, and for whom 'someone else's problem' translates roughly to 'opportunity to meet a new drinking buddy.' Despite being more than capable of solo play--her tank/DPS spec letting her get away with things that she really shouldn't occasionally--Alja is what might be referred to as a social butterfly if such a term didn't sound far too delicate for her particular brand of friendship. She's the kind of woman who makes an acquaintance with everyone, and considers every acquaintance her friend, and so she's never been short of allies for dungeoneering. Her free and loose attitude towards money and her competence as a smith doesn't hurt either. All that being said, as friendly as she is--as loud as she is--because of her tendency to make friends with everyone and so think the best of them by default, she is very easy to deceive. Her Tyhrien pathos is a painful reminder of a few incidents in the past, the worst of which--a trade-scamming betrayal from a loose group of people she'd been playing--left her alone in the wilderness with nothing to her name but Glacier Chain, a single health potion, and a halfhearted apology. But regardless of all that--however many times her kindness and preoccupation with honorable conduct have gotten her taken advantage of, or in danger--she refuses to back down from her worldview. The day that she stops believing in the best of people--Wayfarers and advanced NPCs alike--is, to her, the day that the people that scam, the people that betray, the people that hurt...the day they all win. So she continues swaggering through Pariah with that same cocksure, wild grin on her face, always ready to dive deep for her friends. Other Information Her signature weapon, the Glacier Chain, is a massive heavy flail made of enchanted ice that never melts. It has the unique effect of buffing ice damage from the wielder. While she certainly doesn't need it for her Primordial spells to do work, it certainly doesn't hurt. Most of Alja's magic damage comes from Primordial sources, leaving little need for defined spells. However, a relatively small corner of her magic is devoted to damage; most of it is oriented around tanking, and that merits a spell list. Frigid Form - Not so much a spell as a header, Frigid Form is the category of spells that define Alja's tank-related buffs. If a spell is listed under the Frigid Form header, you can be sure it's not there for damage (with one exception). Frigid Form - Tundra Glass (Conjuration): Tundra Glass forms the core of Alja's tank playstyle, and is also what makes her so versatile as a switch-role. She uses it to encase an object in a shell of ice. Usually, this is used to buff her defensive stats heavily, forming a suit of Frost Armor. This can also be used on allies, though the buff isn't as strong. However--here comes that exception--this is also one of her big DPS spells. By forming a shell of unstable Tundra Glass shards on Glacier Chain, Alja can cause a forceful explosion of ice on her next attack, massively empowering it. She can only have a single instance of Tundra Glass up at any one point, and there's a brief cooldown on creating it. Frigid Form - Stand Firm (Enhancement): Alja channels for one second. Once the channel is done, her entire body locks in place as she channels the strength of glaciers. The next hit she takes--no matter how powerful--will deal zero damage, and until she absorbs damage with this, she cannot be moved. However, if she chooses to move, attack, or take any other kind of action, Stand Firm is cancelled, and drains more energy than it would if she saw it to completion. Frigid Form - Heart of Ice (Manifestation): A channeled ability. Alja whirls her flail over her head. A zone forms around her, expanding every second to a maximum of about 20 feet across; everything in that zone not only has its movement speed slowed to an absolute crawl, but also has its damage output to all targets reduced by a significant amount. She can end the channel at any time, and can choose to slam her flail into the ground when she does. If she does so, it additionally creates a shockwave that does negligible damage, but violently pulls everything that was in the zone straight towards her. The further away they were from her, the harder it pulls. Frigid Form - Avatar of Winter (not yet learned) (Conjuration/Enhancement): Alja's highest-level tank spell, this can only be used when she already has Frost Armor on herself. It detonates the armor, scattering shards of ice about and dealing damage. Afterwards, the frost reforms; for the duration of this spell (about twenty seconds), she has massive damage reduction and has massive resistance to forced movement. It also renders her completely immune to frost damage of any kind, as she's encased in a colossal suit of Frost Armor almost a foot thick. Naturally, this spell takes the most energy to cast. In addition to Frigid Form, she has two very powerful damage spells in her kit that she reserves for emergencies: Be The North - The pinnacle of Alja's manifestation magic, turned outwards. She channels for a total of five seconds and gains resistance to any kind of forced movement during the channel. At the end of the channel, the area around her erupts with a blast of frost, dealing a huge chunk of ice damage and slowing anything caught in the final explosion for another five seconds. A spell devoted to mobs of weaker enemies. One Thousand Shining Teeth - As Be The North is the peak of her manifestation magic, this is the pinnacle of her conjuration turned to damage. She channels for up to ten seconds, during which time she floats into the air and steadily conjures a huge amount of spears made of ice all around her. At any time, she can choose to end the channel, dropping the ground and slamming it with her flail. When she does, the ice spears all seek the target(s) that she chooses. While it doesn't cover as much area as Be The North, if Alja needs to nuke one or two enemies to dust, accept no substitutes. |
_______________________________________________ I R L Full Name - Kazuki Hoshizawa [星澤 和希] Age - 18 Place of Origin - Japan Occupation - High School Student A V A T A R Character's Name - Kazuki Pathos Affiliation - Queon Role - Healer Profession - Wandering Minstrel Weapon of Choice - Book Domains - Wind, Restoration + Protection - P E R S O N A L I T Y Stoic Good news, bad news, confusing news--Kazuki seems to have the emotional range of a teaspoon. He doesn't seem all that bothered with anything and doesn't react much. If it weren't for the lack of monotone, most people would probably assume he's a robot. One would think even his passion would get him to emote, but aside from a vague focused expression, he otherwise is the same as always. Driven He doesn't let anything get in the way of accomplishing his goals: everything in life is part of a problem that leads to a solution one way or another. He is relentless when it comes to accomplishing a goal, often pushing himself past what's healthy. For a majority of his life it's been seen as a virtue of sorts and he hasn't had any reason to slow down. Observant Despite having little care for the people he engages with, he finds it useful to pick up on a few cues to keep in mind for later if need be. B E N C H M A R K S Piano Man By far and away Kazuki's most cultivated skill, to the point he has gotten several server first records on unlocking the next tier with thousands of hours put into piano playing. Of course, aside from entertainment value and unlocking a few other skills, it doesn't have much use otherwise. Healing Touch His second best and probably most relevant skill. Originally toting around without a weapon, Kazuki's healing can be strengthened if he makes contact with whoever needs healing; best used for greater injuries at the risk of putting himself in action. Song of the Wind The ability to have his music gain effects depending on the song he's playing. Different songs have different effects, ranging from a variety of buffs and healing over time. Some come at the conclusion of a song, others are persisting so long as the melody is continuously played. With Hammer in Hand Smithery has become a great side hobby to Kazuki, who genuinely enjoys making armor and weapons whenever he gets his hands on materials. While he has made a few commissions, it became clear that making and selling instruments quickly became his specialty and source of income--that said, he can make a majority of weapons and armor if need be. | Physical Description Standing at five feet ten inches, Kazuki is a lanky young man that usually towers over his classmates. At a first glance there isn't much home to write about, his face still plenty boyish and more youthful looking than he'd like. The most notable feature he has is probably his green eyes, usually hidden under the mess of brown hair he sports. His expressions are often heavily muted or outright nonexistent, making it difficult to know if he's paying attention or not. Whenever he does look at people, it's noted that it seems more like he's looking through them, not at them. Character Conceptualization Kazuki Hoshizawa is a serious kid who takes his passions to their fullest at the expense of most of his social skills. After taking the emotional brunt of his parents' divorce, for all intents and purposes he has shut down. While it's hardly noticeable due to stellar grades and his talent at music, his social life is nonexistent for the most part. As a result, he has a tendency to be overly blunt and cold with little care about the effects of what he says. His personality seems to be the inverse of most healers in media and makes it clear he helps people out of expectation, not out of obligation. As a noob who doesn't really play games, he was hesitant to even join Pariah Online. He doesn't know much of RPGs in general but has enjoyed the nonsensical side of the game; aside from the appeal of getting to play and learn several instruments, he doesn't really find adventuring appealing. He ended up choosing healing as it seemed easier to stay in the back and support his younger brother. While he doesn't discern himself from who he is outside of the game, he outright refuses to speak of personal matters, with Kazuma barely being an exception and only because Kazuki keeps slipping up and calling him by his real name. Other Information |
_______________________________________________ I R L Full Name - Alexis Barnett Age - 20 Place of Origin - Alberta, Canada Occupation - Freelance artist A V A T A R Character's Name - Alex Pathos Affiliation - Drox Role - Ranged DPS Profession - Craftsman Weapon of Choice - Bow Domains - Wind / Conjuration, Enhancement - P E R S O N A L I T Y Frenetic With a pep to his step and a patter permanently engraved in his speech, Alex is the sort of person to always be doing something, and desperately crave doing something whenever nothing’s going on. His impatience and eagerness can sometimes get the best of him, but he sees them as a double-edged sword, with many of the best moments in his life originating from decisions with no foresight involved. His hobbies are hands-on, creative activities that reign him in well. Carpentry, plastic arts, sewing, anything that gets the gears in his brain spinning and keeps him busy. Frank Alex likes to talk. A lot. It’s something not everyone discovers, as he is outstandingly awkward during first encounters. The people who’ve stuck around, however, eventually realize he doesn’t have a voice in his head telling him to stop. He overshares, states what shouldn’t be stated, and asks all the questions someone his age would agonize over but ultimately suppress out of a fear of looking foolish. None of this is ever done intentionally, he just marches to the beat of his own drum. Adaptable Not everyone can dive into the world of freelance art and make a decent profit, and not everyone can toss themselves into the commercial thunderdome of a virtual reality game and come out friends with various NPC denizens and enough money to leave the combat to his brother’s guild half the time. Alex’s impulsive ideas aren’t easy to trust from an outsider’s perspective, but he finds himself succeeding where others would fail through high energy and a good work ethic. Conflict with others rarely bothers him as well, and he often finds himself spearheading cooperation with the people he’s warmed up to. B E N C H M A R K S I can't die if they don't hit me, buddy Rather than protect himself with anything bulky, Alex has instead opted to use a combination of light armors, long range attacks and solid athleticism as a means of avoiding damage. This newfound athleticism, consisting of speed and reflexes, helps him duck and weave through blows that would have otherwise sent him soaring. Jack of all arts and crafts Alex's craftsmanship had already been passable prior to his introduction to Pariah, but the game has now given him ample time and resources to cut loose. While not an expert in any one field, he's found a niche making light armor and robes. The finished pieces aren't on the same level of glamour as what other crafting wayfarers can offer, but hey, it works. Quantity over quality Alex's signature ability is being able to fire arrows in disturbingly rapid succession, tearing opponents to shreds. This leaves him vulnerable when taken to machine gun-like extremes, however. His combat style plays off this ability for the most part, favoring fast and powerful arrows over anything slow. Heads or tailwinds His domain over wind allows him to rely on small bursts of it in and out of combat. Whether helping him jump a bit higher or throw off a lighter opponent's balance, he's managed to find couple of utilitarian uses for it besides thrusting his arrows. | Physical Description Alexis Barnett’s appearance had always been underwhelming and… begrudging, to sum it up in a word. Brown hair kept at medium length as a concession with the rest of the world, minimal cosmetics, the occasional cardigan or modest skirt in between rows of jackets and jeans. Shirts, too, followed a similar goal. Shirts that a woman would reasonably wear, at a size baggy enough to conceal a small bust. Accessories, if any, were always tossed on haphazardly, as last minute additions spurred less by their wearer and more by questioning family and friends. That’s not to say they were a bad thing. You could wear the baggy and dull clothing you wanted, Alex discovered, if you wore enough pink jewelry to shut people up. Alex has been pessimistically aware of his appearance since adolescence, so it’s no surprise to see that his avatar in Pariah has a lot in common with his real self, from his height and frame down to the color of his hair and eyes. His features could be described as "pleasantly average", a likely result of him wishing to not stand out and blend in. Within Pariah he dislikes wearing anything that restricts his movement and regularly wears comfortable merchant’s clothing, as it’s extravagant enough to signal his wayfarer status to others without having to adopt any of the flashy accessories everyone else seems to be so fond of. Pariah’s avatar system was keen enough to pick up on Alex's true feelings and assign him a male body, a contrast to real life. That ended up being a fun thing to explain to his brother Logan. Or in his own words, "Shit." Character Conceptualization While it could be said that the bulk of Pariah’s playerbase had been well acquainted with the conventions of video games, Alex was an exception. Dragged into it by his older brother, he accepted with lukewarm enthusiasm, more interested in the prospect of untouched nature or trying his hand at art made through a new kind of medium. Logan would do the embarrassing tryhard LARP shenanigans he always did with his friends whenever a new competitive game came out, and Alex would go for walks in the woods and do medieval arts and crafts. That had more or less been the plan, until Logan dragged Alex into another one of his games again, the world of PvE. Under his care, Alex learned the ins and outs of the “glasscannon” “ranged DPS” “kit” his brother orchestrated for him, with the understanding that Alex would leave for a guild more suited to his interests past a certain point. Despite his initial insecurities he adapted quickly to Pariah. He focused on crafting armor to support himself financially, on the days he wasn’t being made to train or serve as an auxiliary member to their guild’s activities. Mostly robes for the magically inclined, but he began stepping into leathers and furs as he grew bored of doing too much of the same thing. In time, he began to make a name for himself among the denizens and wayfarers of Pariah. It felt silly to admit it, but he was starting to understand his brother and every other player that was using the game to live their biggest fantasies. Having so many people finally appreciate your art, even if it was mostly just clothing after a while, was a thrill he had never anticipated. Spells & Spell-like Abilities Conjuration fletching Conjuration ability that allows the user to create an arrow out of arcane energy for next to no energy expenditure. This ability can be "charged" to create a stronger arrow, but is slightly more demanding as a result and requires more time to employ. Forest hunter Conjures a heavier arrow with a tip that expands into a net. Can trap entities that are roughly humanoid and smaller for a limited amount of time. The conjured net dissipates after receiving enough damage. Blowback roulette Envelops the user in a small shield of wind for a very brief moment. Any projectile or magic attacks that hit them during the shield's duration will instead transfer into the ability of their next arrow. Heads or tailwinds A burst of powerful high-velocity wind channeled from the user's body. Used to make an arrow travel faster and hit harder, or simply help the user move. Can be used to throw an opponent off-balance, although physical contact is mandatory for this. Can be channeled for longer-lasting effects, with the consequence that it will exhaust its user far more. Other Information Although technically a member of his brother's guild, there's friction between its competitive bloodthirsty members and Alex, who only joined to learn the ropes. Alex is expected to leave after having proven himself capable enough. |
_______________________________________________ I R L Full Name – Misao (“Missy”) Ito-Walsh Age – 18 It's...dark... Place of Origin – United States Occupation – Prospective University Student A V A T A R Character's Name – Seele Pathos Affiliation – Drox I'm...scared... Role – Buffer/Debuffer Profession – Traveling Physician Weapon of Choice – Focus Rings Domains – Enhancement, Protection, Dark - P E R S O N A L I T Y Forbearing Seele is the embodiment of the phrase “patience is a virtue.” She has to be, really, considering how much time she spends around newer players and rerunning familiar content. Whether someone is struggling to learn the game, or growing frustrated hitting a wall, or even being outright toxic, Seele takes it all in stride and tries her best to help the situation along. Even facing the toughest odds, you’d be hard-pressed to get so much as a defeated sigh out of her. Some people like that, other people, respectfully, can’t fucking stand it. Seele, of course, enjoys their company regardless. Missy...please... The Power of Friendship! Angel food cake is rich, and sweet, and sometimes it is just entirely too much. Seele is like that. She’s quick to make friends, and quicker to want to help those friends. She loves to talk with them, loves to be regaled with adventurous stories, and now and then she even loves to talk with them a little OOC. When it comes to most things, Seele is an open book—she finds people open up more easily that way. She won’t bat an eye if you call her “Missy” by accident, and she’s never turned away anyone who’s come to her with an out-of-game problem. Whether it’s raid bosses, homework, or trouble at home, Seele has always done her best to be supportive. Idealistic, but not Blind While some people tend to believe that warm smiles and a bubbly personality equate to air-headedness, for all of the good and bad that Seele is, she is not naïve. Is she trusting to a fault? Yes. Does her patience render her unable to make the “hard decisions,” especially when those decisions might leave someone hurt or even just inconvenienced? Absolutely. Seele is keenly aware that supports are often seen as doormats, and can easily be taken advantage of, but that hasn’t stopped her from supporting even in the most blatantly deceptive cases. In her mind, she’d rather have faith and be wrong a thousand times than give up on someone and be right just once. Even if it’s just in a game, everyone can change, and grow, and be forgiven for their mistakes. Liar. B E N C H M A R K S Shackled The crux of Seele’s playstyle lies within her signature spell: The Shackles. When summoned, roughly a foot of ethereal chain binds her wrists. At first, this hampers her spell-power, but as she continues to cast, the chains will shimmer and crack. When they eventually break, the potency of Seele’s magic is increased dramatically, allowing for enhanced shields, buffs, and debuffs for a short duration. Once the effect ends, it must be started over. Larger spells quicken the chain’s deterioration, but may not be available during the empowered phase as a result. Don’t…go… The Shield Behind You Seele won’t call herself a healer, but some of what she does could be called “proactive healing.” Seele can weave arcane barriers into existence with varying potency. Shields for individuals require less power to make effective, while larger, area-of-effect shields may take a more substantial toll. Your Wings. Your Chains. The core of Seele’s spells are a range of buffs and debuffs. Where other casters would have made room for damage, Seele doubled down on utility. Speed, strength, spell-power, empowered weapons, she has something up her sleeve for just about all of her allies in one form or another. For her enemies, while she won’t be hurting them per se, they may find themselves struggling to hurt her party in kind. Curses of frailty, hexes to shatter resistances and bindings to anchor the feet; assailants will find their weapons brittle, their armor chipping, and their efforts dashed against the empowered might of her party. Missy…please… The Best Medicine Is sometimes literally medicine. Seele’s life as a roaming support, especially one inclined towards aiding the newer or more unfortunate players, hasn’t yielded her much in the way of coin. She’s taken to herbalism as a means of keeping herself afloat, after all, all it takes to gather ingredients is time, and the effort to learn how to utilize them. While she has no talent whatsoever for poisons, her tinctures and salves have eased more than a handful of headaches and minor wounds. Anything much greater though, and she’ll be the first to direct you to a proper healer. It hurts… | Physical Description Misao—though she’s gone by “Missy” for most of her life—is an unassuming girl with a prim, peppy disposition. Preferring vests and collared shirts, skirts and plain shoes, she generally wouldn’t look at all out of place at some mid-grade piano-recital, if she, you know, played piano. Tallish from her mom’s side, wiry from her dad’s, with eyes that might seem just a bit too big, and a smile near-constantly affixed to her face, if there was a single word to sum Missy up, it would be “approachable.” Mi...ssy... Seele resembles Missy for the most part, albeit a bit less well-kempt. Volumes of black hair like raven-down fall from the wide brim of her cap, all the way down to her knees, occasionally bound in tails of three or four, but most often left like a feathery curtain. Her attire strikes a fashionable line between “swamp-witch-chic” and “discount battle-mage,” with black robes and thick boots, gauzed sleeves and superfluous belts and thin ringlet strings that could not, really, be holding anything together, but which she would insist were integral regardless. The standout to her ensemble would be the armored rings she wears on a few fingers of either hand, the catalyst for her magic and the closest thing Seele carries to a weapon. Claw-nailed, lined with runes, and marbled onyx and ivory, one might easily mistake them for jewelry. The foremost digits can be retracted, so that she can handle things without jabbing them. Missy…please… Character Conceptualization Seele made her debut in Aetheria a few months after Pariah Online’s launch, once the floodgates had opened and the famous and infamous wayfarers had begun chiseling out their legacies. Having always been what most people would refer to as “the mom friend,” it would have come as a surprise to no one who had known her—were she still in contact with any of them—that Missy chose to fulfil a supportive role. It hurts… She would emphasize “support” over “healer,” as Seele decidedly doesn’t refer to what she does as healing. She supplies her allies with an arsenal of buffs, enhancements, and shields, and weakens her foes with debilitating curses, hexes and arcane devilry. “Weakens” is another important clarification to her, as Seele boasts just about no true offensive capabilities. No weapons, no fireballs or lightning strikes, nothing to directly chip away at that health bar. This was, of course, by design for her. She enjoys the challenge presented by her somewhat-inhibitive toolkit, but more than that she enjoys conquering those challenges with others—which is great, because she likely couldn’t clear any content on her own otherwise. It took a while for her to grow into the peculiar playstyle she’d chosen, and longer still for her to convince others to give her a shot. Dungeoneers passed her by for more conventional healers, raiders would decline her applications almost instantly. She found tumultuous homes in random pick-up-groups, who were consistently surprised when she managed to get them through nearly unscathed; monsters would hardly ever scratch them, and her team found their weapons swung truer, their spells quickened. They would clear dungeons with brow-raising parses rivaling actual guilds, but when the time for glory came, Seele always stepped back and let her tanks and dps and the occasional off-healer take the spotlight and riches. Don't…go... Ironically, the home she found was in travelling Aetheria, offering aid to players and denizens who would accept her. She helped newer players transition into more challenging content, she helped moderate players gear up so that they could apply to guilds with more confidence, and a handful of times she even found herself substituting for missing supports in raids run by guilds with serious reputations. While most people had never heard of her, Seele’s name did find its way onto the short-lists of a fair number of higher-end raid leaders and dungeoneers, who knew they could rely on her to keep them up, and the enemy down. Perpetually guildless—again, by design—Seele enjoys her humble life in Aetheria. She gets to meet all sorts of people, hear their stories and goals and help them on their way, make friends and experience Pariah’s content in fun and challenging ways. Except for PvP. As Missy would say, “Frick PvP.” Missy…please… Other Information Signature Shackled Seele’s signature spell, and the key to her somewhat strange toolkit. When cast, Seele’s wrists are bound by a pair of ethereal shackles. While chained, Seele’s spell-power is inhibited, and the effectiveness of her shields, buffs and debuffs are substantially impacted. As she continues casting however, this inhibition gradually wears off, until the chains eventually break, activating the spell’s second phase: Broken Chains. Broken Chains For a short duration after the shackles are broken, Seele’s spell power is greatly increased, and a few of her spells become empowered, taking on new or heightened effects. As well, certain abilities can only be cast during Broken Chains and will immediately consume the effect. Shields Umbral Aegis Marrying her Arcane affinity for Protection with her Primordial affinity for Dark, Seele weaves a barrier of faint, deep-violet light, which can be applied to targets individually. Must be depleted or dispelled before reapplication. Abyssal Embrace Seele’s shield takes on a vantablack shine, able to withstand significantly more damage. Additonally, a portion of the damage inflicted by Cursed Weapon is fed into the shield, not enough to permanently sustain it, but exceptional if used on a target about to do burst damage. The Parasol Combines all active shields cast by Seele into a single barrier-dome. If no shields were active, Seele can empower it by sacrificing her own HP. This spell must be channeled, and once interrupted or depleted, it will consume the Broken Chains effect. Buffs Cursed Weapon Target’s weapon takes on a ghostly edge, sucking at the light as it flies. Provides a slight increase to damage that ramps up as the duration winds down. Refreshing resets the damage buff, rather than extending it. Haint It’s there, in the corner of your eye. Something, in the dark. Affected target adopts a shadowy after-image, which will mirror their next attack. All Your Shadows Applies Haint to all targets with the Cursed Weapon buff. Consumes the Broken Chains effect. Thrill Moderately empowers a target’s strength, speed, agility or spell-power. Seele can further feed this buff by sacrificing some of her own respective stat. Absolution Empowers a target’s strength, speed, agility or spell-power temporarily, equal to Seele’s own spell-power. Can only cast each buff once, and targets can not receive more than two empowered buffs each. Debuffs The Fivefold Path Seele applies one of five temporary debuffs to a target: Denial Reduces target’s movement speed. Anger Reduces target’s damage. Bargaining Reduces target’s spell-power. Depression Reduces target’s healing received. Acceptance Reduces target’s defense. Guilt Walk alone. Applies all five debuffs to a target. Afflicts Seele with empowered Acceptance, drastically reducing her defense. Heavy Heart Seele greatly hinders a target’s movement speed. Requires her to maintain vision of the target. The Anchor You are sinking. Ethereal chains bind the target in place. The Anchor’s strength is directly linked to Seele’s spell-power. This spell must be channeled, and Seele must remain stationary. When The Anchor is broken or dismissed, the Broken Chains effect is consumed....please... Utility/Other Promise Seele summons a ghostly chain, which pulls a willing target to her. Heavier targets require more effort to pull. Don’t Leave Me Seele pulls all willing targets within a moderate distance to her. Can also be used to empower a single chain with her spell-power to attempt to pull a single unwilling target. The Choice Seele channels to temporarily boosts a willing target’s defense dramatically, also numbing them to pain. However, the target will constantly lose health until the effect ends or is canceled. I can’t… I Can Hear The Rain Seele additionally empowers her target’s damage, but their health drains at a much higher rate. As well, the effect cannot be canceled and must run its course, or be dispelled. Without dedicated healing, this may potentially kill her target. You have to... |
_______________________________________________ I R L Full Name - Sophia Johnson Age - 18 Place of Origin - City of Dallas, Texas; United States Occupation - Soon-to-be University Student A V A T A R Character's Name - Artemis Pathos Affiliation - Thyrien Role - Hybrid Caster DPS/Support Profession - Enchanter/Alchemist Weapon of Choice - Artemis’ favored weapon is Prostasía, a simple-yet-elegant silver recurve bow with four runes carved just above the grip on the weapon. The weapon’s drawstring appears to be from a string of pure moonlight, glowing dimly on its own, and able to fire the magical arrows created by Artemis. The weapon serves as her magical focus, and her spell casting is VERY limited without it. Domains - Fire, Ice, Light; Enhancement, Manifestation, Restoration (Minor). - P E R S O N A L I T Y Impulsive Artemis is not one prone to thinking before she leaps. A strange trait for somebody so attuned to alchemy and practicing magical arts. A trait which has directly led her into several close calls with exploding potions while trying to practice mixing them. This impulsive behavior carries over into every aspect of her daily life. A fellow adventurer in danger? Not even a second of hesitation, Artemis will leap in to help defend them. Another egging her on and baiting for a fight? Artemis will throw hands without thinking of the consequences. Drinking Contest at a Tavern? Oh, you’re on! Selfless & Loyal Artemis, despite being a rather impulsive girl, also has quite the loyal side to her. For those she has come to call allies and friends, there is just about nothing that Artemis wouldn’t do for them. Her selflessness shows strongly in this situation, as she is always eager to help others who might be in need even if she does not know them. These two together often have Artemis preferring to expose herself to danger instead of others. Almost as if the girl were terrified of losing even more people to this digital hellscape... Monophobia Perhaps a leftover from past traumas, Artemis is deathly afraid of being alone. While at first, she might come across as just an overly friendly, flirtatious, and extroverted girl, those getting to know Artemis would soon find that her desire to spend time with others goes much deeper. When at all possible, Artemis will spend time amongst others. Needing the comfort of another, even for such simple tasks as sleeping. When finding herself alone, Artemis’s anxiety starts to build until it gets to the point she can no longer contain those anxieties, and nearly shuts down completely in her panic. B E N C H M A R K S Elementally Charged The core mechanic to Artemis’ playstyle, Elemental Charges augment each of Aretmis’ spells to unlock much more powerful variants as she works through her combo. Each of the three elemental runes starts off glowing the color representative of their element (Fire - Red, Ice - Blue, Light - White). These runes can be activated in any order and at will, granting their effects to all of Artemis’ spells and charging the fourth rune, which will feature all three of the previous colors when charged: > Rune One: Fotiá - The Flame rune, this rune augments all of Artemis’ spells with a fire-based effect. Effects such as additional fire damage, or applying a DoT to a target. > Rune Two: Págos - The Ice rune, this rune augments all of Artemis’ spells with an ice-based effect. Effects such as additional ice damage, applying a slow/freezing effect to a target, or ‘freezing’ the effects of a debuff on an ally. > Rune Three: Fos - The Light rune, this rune augments all of Artemis’ spells with a light-based effect. Effects such as additional light/radiant damage or beneficial buffs to a target. > Rune Four: Synergía - The fourth rune represents a Synergy of the three elements previously used by Artemis. By combining their might, they create a fourth rune that has only one ability; Aktí Selínis, a massive and blinding bolt of energy charged then fired from Artemis’ bow. The attack does massive damage to all targets in a line, then the fourth rune drains as the other three recharge for a short duration. Charging this fourth rune is determined by the usage of the previous three runes. The more often a rune-based effect (DoT, Allies within an area, etc.) ticks, the faster the fourth rune charges. Alchemical Inclination Per her profession, Artemis has spent a fair amount of time learning the ways of Alchemy. Brewing various potions which can be used for a variety of purposes. Healing, Mana Restoration, Buffs, Enemy Debuffs, or even to stave off hunger for a time. So skilled has she become in brewing these potions, that Artemis is able to turn a decent profit selling these potions directly to other adventurers, as well as to shop NPCs to resell in their own stores. While Artemis will occasionally brew potions as a gift to those in need, she typically will only sell these potions at her asking price, refusing to negotiate with others. Agile Combatant Relying heavily upon her own agility, Artemis tends to favor avoiding attacks with quick movements and jumping to safety as opposed to taking the hit directly. At range, she uses this agility to move between her casts and avoid blows that would otherwise take her unawares. Within melee range, Artemis uses this agility to dodge around her opponents, under attacks, over opponents while aiming to create a gap between herself and the target. Never once does she stay still long enough for a solid attack to land on her person. Arcane Inclination Being so heavily reliant upon magic, Artemis has spent a fair amount of time studying the various domains of magic. Over time, Artemis has started to apply her studies to more… practical uses. Whether it be delving into dungeons and using the arcane arts to sniff out magical traps or to sense when spells are at work (either recently cast, or already cast) within her immediate vicinity. Artemis also has quite the scholarly interest in magic and frequently will set herself to researching any magical anomaly outside her understanding. As such, Artemis is a rather knowledgeable girl when it comes to magic. | Physical Description Sophia is a rather ‘conventionally’ attractive girl, standing at about 5’6”, with an athletic build and a brilliant smile that only adds to her glowing appearance. With dirty blonde hair, fair skin, and vibrant blue eyes; Sophia has never really struggled with confidence in her own appearance. With a toned build, a result of her constant involvement in track & field during high school. She doesn’t fit the stereotype for the type of person who would be heavy into games and the likes, but those stereotypes couldn’t have been more wrong in her case. Her avatar within Pariah is rather different from Sophia’s appearance. Standing at around 5’2”, she is noticeably shorter within the world of Aetheria. Artemis features silver eyes and raven-colored hair, accentuated by paler skin. Still keeping her toned figure, Artemis has opted to wear a hooded cloak over her clothes when in the field, wanting to avoid the attention she would surely get due to her figure. When at a tavern or the likes, Artemis will often leave the cloak behind for tighter clothing, showing off a bit of midriff. Yet still, she keeps to darker colors as she favors black and darker violet colors in her clothes. Character Conceptualization Artemis has led a rather quiet life within Aetheria. Joining the game months after launch, the girl stuck to her circle of friends from outside the game. It was a humble, pleasant start to her journeys throughout the world of Aetheria. Choosing a dps role that would allow her to buff her party, Artemis ensured that her friends would succeed best they could… no matter the threat. While her role is not entirely supportive, as her build ends with a rather impressive finisher, still, Artemis shines at her best when with a group of her fellow wayfarers. This particular playstyle allowed her to contribute immensely to her group’s content clearing abilities early on, thus allowing Artemis to amass enough wealth to get herself started on some of the less combat-oriented endeavors within Pariah. Alchemy and enchanting soon found themselves being the girl’s main form of income, and served to fund her side projects such as learning more about how magic worked within Aetheria. This funding also went towards helping many new wayfarers with getting their first set of gear, and starting out on their journeys within Aetheria. Afterall, she’d hate to have just been starting out then getting destroyed by the first enemy she encountered! As time went on, Artemis managed to branch out from her core group of friends. Mostly from her rather outgoing nature at various taverns and pubs within the cities, and a certain willingness to drink with just about anybody who offered. However, not all of her reputation is good, per say. Her flirtatious nature led to more than a few incidents with other players, and her willingness to jump into confrontations between others has no doubt played into ensuring that more than one wayfarer has Artemis either on their blacklist… or on a list of people to exclude from raids. Still, this wasn’t an issue for the young wayfarer, as she had her friends and their guild, Wild Hunt to stick things out with. Quest after quest, dungeon after dungeon, the group stayed rather close as they made their way through Aetheria. At least, they did, until taking a certain quest revolving around rats in the sewer. A few days after departing on this quest, the guild house of Wild Hunt still lay remarkably empty, wanting for its members to return from their supposedly brief quest into the sewers, yet none had returned home… Spells & Spell-Like Abilities Elemental Infusion The Crux of her playstyle, elemental infusion allows Artemis to enhance her spells, weapons, and body during combat. When her fourth rune is charged, Artemis is able to unleash her mighty Aktí Selínis. Fotiá: This rune causes all spell-arrows manifested by Artemis to take on a red-orange hue, with the mana flickering down the shaft as if composed of flame itself. The effects of this rune are unique for each spell, but in general are as follows; additional fire damage, or applying a DoT to a target. Págos: This rune causes all spell-arrows manifested by Artemis to take on a pale blue hue, with the mana of the shaft sparkling lightly down the shaft as if composed of ice itself. The effects of this rune are unique for each spell, but in general are as follows; additional ice damage, applying a slow/freezing effect to a target, or ‘freezing’ the effects of a debuff on an ally. Fos: This rune causes all spell-arrows manifested by Artemis to take on a brilliant silver-white hue, with the mana glowing down the shaft as if composed of moonlight itself. The effects of this rune are unique for each spell, but in general are as follows; additional light/radiant damage or beneficial buffs to a target. Synergía: This rune serves only one purpose, the activation of Aktí Selínis, Artemis’ finisher move. The arrow created by this rune consists of swirling mana from the previous three runes. At the tip, all three combine into a deadly, blinding point. When fired, the arrow turns into a beam of energy that deals massive damage to all opponents within a line. After firing the Aktí Selínis, Artemis must wait thirty seconds before entering another runic phase, dealing only with her base spells. Trántagma Translating directly to Jolt, this spell is the most common spell within Artemis' arsenal. Forming a small arrow of pure force, the spell is then fired towards a target for force damage equivalent to a standard arrow from a bow. When augmented by Runes, Trántagma takes on one of the following effects: Fotiá: Deals additional fire damage upon impact, as well as applying a Burning DoT for the next thirty 15 seconds (DoT does not stack). Págos: Deals additional ice damage upon impact, as well as applying a stack of freezing to a target. Unless removed via healing or taking fire damage, three stacks of freezing will slow a target, five will freeze it in place. Fos: Deals additional radiant damage upon impact, as well as stunning the target out of their previous attack. Keravnós Keravnós serves as Artemis’ line AoE attack. Firing in a long (about 15 foot) line starting from Artemis, Keravnós dealing moderate force damage to all opponents within said line upon impact with said target. Meaning, this attack can technically be dodged after it was fired. When augmented by Runes, Keravnós takes on one of the following effects: Fotiá: Deals additional fire damage upon impact, as well as leaving a trail of flames across the ground. Opponents within this area will take Burning damage while they are within the affected area. Effect expires after fifteen seconds. Págos: Deals additional ice damage upon impact, as well as leaving a trail of ice across the ground. Opponents within this area will find themselves on uneven footing, forced to move slowly or risk falling and being rendered prone. Fos: Deals additional radiant damage upon impact, as well as leaving a trail of light across the ground. Allies within this area will be harder to hit, partially obscured by the light. Ekrixi Ekrixi serves as Artemis’ target-based-AoE attack. Centering on a single target, a small radius (about 5 foot radius) blast of pure force dealing moderate damage explodes outwards from the struck opponent. When augmented by Runes, Ekrixi takes on one of the following effects: Fotiá: Deals additional fire damage upon impact. Additionally, this rune can be charged before being fired. Each second that the attack is charged will grant a stack of Eruption. Upon firing, all stacks will be consumed to boost the potency of the explosion. A max of five stacks can be held, and moving/taking damage will cause ALL stacks to be dropped. Págos: Deals additional ice damage upon impact. Additionally, this rune creates a blizzard effect on the area. Staying within this blizzard will cause enemies to take continual ice damage until they leave the area. Blizzard expires after fifteen seconds. Fos: Deals additional radiant damage upon impact. Additionally, this rune creates a blinding flash on all targets in the area. Weakening their hit chance on their next attack. Aktí Selínis Aktí Selínis is only available whenever Artemis is under the effect of the Synergía rune. When activated, Artemis kneels for several seconds to create a large arrow with all three of her runic elements swirling along the shaft before combining into a blindingly bright arrowhead. When fired, it creates a massive beam of energy to strike all enemies within a 20-foot line in front of Artemis, dealing massive damage as it connects. Like Keravnós, this attack can be dodged at the last second. Blessing of Kynigós Blessing of Kynigós is Artemis’ party-wide movement buff. When formed, this arrow is planted directly into the ground at Artemis’ feet. All allies within 15 feet of Artemis receive the blessing, getting an increase to their movement and attack speed, as well as their agility. The effect lasts for the next thirty seconds, and has a cooldown of two minutes. This spell is unaffected by whatever rune is currently in use. Therapévo Therapévo is a simple healing arrow. Fired at an ally, this arrow deals a small potency heal upon contact. When augmented by Runes, Therapévo takes on one of the following effects: Fotiá: Converts the heal into a thirty second HoT, with a total potency of twice the main arrow. However, this is a heal over time, so damage can be taken and result in a lower total health gain. Págos: Freezes one debuff currently applied to the target, preventing it from having an effect for the next ten seconds. If the debuff would expire or is magically removed during this time, then the freeze effect ends and the debuff falls off. Fos: Adds a buff of ‘Waiting Light’, which lasts twenty seconds. If damage is taken during this time, the buff is burned and casts a heal worth thirty percent of the damage just taken. If the timer runs out, the buff falls off with no effect. Simádi Kynigón Simádi Kynigón is Artemis’ debuff spell for usage on her opponents. By default, the Hunter’s Mark lowers an opponent's damage and critical hit resistance for the next fifteen seconds against all sources of damage. This spell has two charges, and takes forty-five seconds to recharge a single usage. When augmented by Runes, Simádi Kynigón takes on one of the following effects: Fotiá: Applies Overheated debuff to target for the next twenty seconds, making lowering their chance to hit, and the potency of their attacks should they connect. Págos: Applies Freezing debuff to the target for the next twenty seconds, slowing their movement and attack speed. Fos: Coverts Simádi Kynigón into a five-foot-radius AoE around the target, all enemies within the area are bathed in light and share in the debuff from the main spell, but only for five seconds. Pávla Pávla enables Artemis to make a quick dash in any direction, dodging an incoming hit if used before the attack has ‘connected’. The dash has a range of 5 feet. This spell is unaffected by the currently used rune. Other Information: N/A |
_______________________________________________ I R L Full Name - Elizabeth Androvski Age - 17 Place of Origin - Kansas City, United States Occupation - High School Student A V A T A R Character's Name - Sif Pathos Affiliation - Drox Role - Spellcasting Support with DPS Capability Profession - Alchemist Weapon of Choice - Spellsword Domains - Light; Enhancement, Restoration, Alteration, Protection, Manifestation - P E R S O N A L I T Y Child Prodigy Hosting a variety of accolades for her intelligence, Sif has brought her intelligence into the game in ways that makes some people exhausted. She understands complex elemental combinations, optimized routes through cities and dungeons, as well as vast amounts of lore almost better than the programmers of Pariah Online do. It’s borderline obsessive, but if you need someone to detail logistics or plan out a battle formation, she’s certainly not the worst choice one could pick. Kind Sif is patient, forthright, and above all else kind. She doesn’t have a mean or aggressive bone in her body. Her brother thinks it’s a problem given how she’s been taken advantage of before, but she doesn’t consider it a flaw. Playful Sprite When particularly comfortable Sif is known to say mean things without the intention to be mean. Hanging out with her brother has made her pick up on ways other wayfarers banter with one another and sometimes she just isn’t particularly good at it and can unintentionally aggravate others in a group. She’ll apologize once she knows she crossed a line, but she won’t consider a line until she cross it all the same either. B E N C H M A R K S Calculated Attacker By using her brain to create the most optimal ways to use her magic time-after-time, Sif has increased the likelihood of her magic being the best it can be. Competent Apothecary The time in the lab creating potions has given Sif a know-how on what is the most effective and results in better quality potions. Deep Reserves Being pushed to exhaustion on several occasions using her magic, Sif's body holds deeper reserves of stamina and her lungs are hardier from the effort. | Physical Description Elizabeth Androvski has always felt like she was a porcelain doll, meant for cabinets and showrooms and nothing else. She’s won spelling bees and in her High School is one of the smartest students present, earning straight A’s across the board. It hasn’t changed how her mother treats her, especially following her father’s continuing fight with cancer. Her hair is worn long and bland, the brown strands stopping before her boring brown eyes with conservative, boring clothing. Her school has a strict dress code so that isn’t different, either. She didn’t really have any way to express herself or make friends who cared about her until she won a copy of Pariah Online in an essay contest. It changed her life and how she presented herself. Her hair strewn into twintails like an anime protagonist. A quiet confidence. Accessories galore. Style. She finally feels seen and comfortable in her own skin. She actually can laugh. She hasn’t smiled outside of Pariah Online since before her older brother left for college. Character Conceptualization Sif is a spellsword who specializes in lighting the way, or at least that’s how she describes her character. She’s been involved in the game a long while, but not long enough she was there on the very first day the game launched. Still, she’s become recognized as a pretty capable support player who is as helpful as she is kind. She also has a reputation for being a brainy know-it-all. She’s barely dabbled with her profession, but she has found that she doesn’t need to be an expert to know how to perfectly optimize her class. Most of the time, she holds groups with her brother due to the fact she’s made so many friends and the sad reality that some players have taken advantage of her penchant for kindness and charity. She’s likeable enough and despite her brother oftentimes being a bit too much of a brother she has found plenty of opportunities to enjoy, explore, and succeed in a world completely unlike the one outside of Pariah Online. She hopes that she can find a group that will accept her and her brother for all their faults and strengths and experience the world together. Spells & Spell-like Abilities Armor of the Unseen Eye An Protection Magic spell that creates a bubble like ward that soaks damage until its threshold breaks. Can be held, though is arduous in draining the caster's stamina. Vigorous Restoration A combination of Manifestation Magic and Restoration Magic that creates a magical sphere that shoots through allies like a bullet resulting in boosting their stamina. More taxing depending on how many targets are restored and how long the caster holds the sphere. Other Information N/A |
_______________________________________________ I R L Full Name - James Androvski, Jr. Age - 20 Place of Origin - Kansas City, United States Occupation - University Student A V A T A R Character's Name - Siegfried Pathos Affiliation - Drox Role - Agility-based Tank Profession - Blacksmith Weapon of Choice - Spear Domains - Earth, Wind; Enhancement - P E R S O N A L I T Y Hero Complex A hopeless romantic in Kansas and a knight-in-shining-armor trope in Pariah Online, Siegfried is quick to defend anybody he has affection too (especially girls he has a crush on) from any sort of behavior he finds mean, cruel, or uncalled for. Siegfried’s impulsiveness and tendency to defend others from insults can lead to him coming at whoever he deems as the aggressor with 200% of his anger and poise. This can lead Siegfried into some pretty bad situations, but he doesn’t mind being the punching bag if it gets his point across. A Common Man Siegfried’s intelligence is… situational, to put it lightly. While aspiring to be an electrician beyond the game, Siegfried isn’t too versed in advanced systems, tactics, and sometimes just doesn’t have situational awareness. He doesn’t read people well and is pretty much the definition of a hero without a clue. Though Sif insists the proper term to describe him would be idiot-savant given his proficiency and time accumulated nearly mastering the smithing system in the game. Impulsive Siegfried thinks with his gut and acts with his heart. He’s impulsive, quick to react to the action, and dependable even if he’s not the most tactically intelligent. He’ll defend people to his dying breath even if he’s terrified, allowing him to be seen as a valuable member of any party composition. B E N C H M A R K S Blacksmithing Savant Despite not having as much time in the game as players at the top of the leaderboards, Siegfried has spent an arduous amount of time with the blacksmithing suite in the game. As a profession-focused player, Siegfried can pretty much high quality gear from mediocre materials in record time. He’s heavily researched the armors and weapons, especially swords, in the world of Pariah and that effort has rewarded him greatly. Meatshield Siegfried cannot even begin to explain how many times he’s jumped into the fray and gotten whacked. Over time, he has found a level of endurance and recovery time through the effort alone. Apparently getting hit can be pretty rewarding after all? | Physical Description Jimmy Androvski is like his dad—tall and with broad shoulders. At 5’11”, he’s above the average height but not obscenely tall. His hair is ginger with bright green eyes to accompany them, and his hair is cut short and styled upward. This doesn’t help much with a lack of confidence in his stride and general slouch, especially when yelling is involved. In Pariah Online Jimmy has tried to erase any sort of bashful perception of his being. A cocky smile replaces an insecure grin, he walks upright with far more muscle added to his appearance. If there’s a hero he could envision, that’s who he wants to represent in this fantasy world that his sister dragged him into. He doesn’t mind, as made abundant by how strong and proud the Kansas native carries himself as Siegfried, the Hero-Blacksmith of Thorinn. Character Conceptualization Siegfried’s experience with Pariah Online has been largely positive. He’s logged half as much hours as his younger sister, whom he’s been worried about since he left home to go to college. With his father sick and his mother stressed out he understands why his sister has become sort of a shut-in with a lot of desire for socialization. He understands that more than anything. He’s here to help. His sister’s avatar, Sif, mainlines a support role so he figured picking big strong and stupid would help her have someone to depend on and hide behind. Fortunately, Siegfried isn’t all that much different from Jimmy and he fit the demand for a brawn-before-brains type of playstyle and he knows his sister appreciates it. Some people have come to know Siegfried as a dependable, if flawed tank in dungeon queues, but having a specialist of a blacksmith on your side also comes in handy, too. He just hasn’t found the right fit group-wise for both him and his sister. He’s hoping that’ll change soon. Spells & Spell-like Abilities TBD Other Information N/A |